White should ba able to draw alone even at the cost of a creature, And the last time they did something like this at instant speed called for Errata. So 2WU Sorcery is the eaziest and cleanest of the pick. Best in flavor too.
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I think that they'res different uses for each. First off, IMO, the monocolored ones are right out. They're just too expensive. The 3-cost sorcery will be used mainly as card-drawing with the potential for a lot of cards, as well as a temporary respite from attackers. The 4-cost instant is more of a cmobat trick that draws you some cards. I'm going to go with the cheaper sorcery here. At first, I thought the other way, but...
This card needs to have blue in the casting cost, otherwise it would just break the color pie. (Although in recent times it seems that wizards changes the pie just so they can say they didn't break it) Blue has always been the best drawer and this is the best card drawer in a long time. I say 2WU. As an instant you can remove an attacker for half a turn. Plus you can use it on your turn to gain an extra turn with creatures that require sacrifice or bounce. The Impostor is a good combo having only 1 discard for any number of cards drawn.
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first turn
Nick: I lay a swamp, tap, dark ritual...
Me: If you cast a hypnotic specter I'll punch you in the face
Nick:...ahh I take 3 points of mana burn
The reason I play black according to CrovaxtheCursed:
Didn't read all the thread, so I hope I'm not recycling anything.
First of all 2UW to reduce the cost as much as posible but being instant.
Why does it need to be instant? So you can play it at the end of your opponents turn, so you'll have all your lands untapped to play everything you drew. You can also save your creatures from lethal damage or destroy effects.
How can you abuse it? You use any spell or ability that pumps things up. That way you get cards while pumped up and discard while not. The first thing I can think of is Raffinity with Cranial Plating on an Arcbound Worker or something. Think about that, draw 7-8 (Or more) at your opponent EOT, your turn, you discard one and you have all the mana (It's affinity, so you don't realy need it too much) and a hand full of spells. It's an easy splash too (Not a splash at all if your playing Meddling Mage).
White can realy help your creatures grow... The blue (only one blue mana) as splasable.
1WU. Cheap. This doesn't benefit just a whole lot from getting played at the end of an opponent's turn, either, as it flickers again during your upkeep.
EDIT: I look forward to flickering the 7/3 legendary landwalk person from Saviors.
I voted for :2mana::symw::symu:, but not because it'll be used as a combat trick. There would be the chances that you could use this on your own creature at the end of your opponents turn. However, I guess that destroys the drawback of removing it from the game [although during combat you can save your creature]. As I'm writing this I think I'm going to change my mind a little late.....I think this needs to be a sorcery. The ability seems to have enough potential that having it at instant speed would be borderline insane. I think it's still very playable as a sorcery. Heaven forbid, you have to play it during your turn [barring a Vedalken Orrery of course].
Hmmmm......think blistering firecat people. It's be so broken if this thing were an instant [I know that's just one card, but you all know that all of those creatures that require you to return it to your hand at EOT have that ability for a reason].
Attack with cat.....trample whatever damage.....damage on stack....RFG, draw 7!!! cards.....not in play at EOT, no saccing.....next turn....comes back...discard only 1 card......attack with him again. And hell, if you're running 4 of these things, you probably have another one to play. Tack on a measily spellbook and you keep all that wonderfulness that is sick card advantage.
It needs to be sorcery.
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I, too, voted for the 2WB instant. Those are easily my two least favorite colors but it's better than 4W and it loses a lot of usefulness as a sorcery. I don't know if I'd ever actually play with it or not, but if it's costed right, it might find its way into one of my decks.
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Instant is the best way to go, it allows more creative usage of the card (e.g. EoT, combat phase, etc.). While sorcery will make it less (maybe I should use the word 'not')playable in high level tournament.
I solely believe this should be a blue card not a blue/white card, as the effect seems to fit blue better. Although, yeah~ it is 'sort' of like a damage prevention but the text "prevent blah blah damage" is not in the text. Instead, "draw blah blah cards" is used.
Plus, it seems to be for game manipulation which is so~~~~ blue.
P/s: This card is not taxing both player so it cannot be white. Still it can't convince me.
The card drawing aspect of the card is, as stated before, a blue ability, so I couldn't justify just mono-white in the casting cost.
This thing needs to be an instant.
If you are playing Blue and White, most of the time you are playing a control deck. This means you are not tapping out during your main phase, you are holding mana open to counter spells or draw more cards.
The "Flicker" part of the spell would be worhtless if it was a sorcery. Sure, you could do busted things with it if you played Blistering Firecat, the Legendary Landwalker, Ball Lightning, but that involves playing 3 colors, and those decks aren't very consistant (or good).
Flickering out a Genju'ed land seems good, but would you at the cost of a game-swinging enchantment? Not likely.
This card and Eternal Witness will never cross paths. Witness rotates out before this ever becomes legal. And 4 mana for a trick is too slow in Post Rotation Extended.
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This begs to be 2WU Instant. White gets cantrip/Oblation drawing, so WU is in flavor. And I don't think anybody's mentioned it yet to great detail, but you can use it on THE OPPONENT'S CREATURES. Say, Slith Firewalker, Genju of the Spires, Darksteel Colossus, flip legends, etc. This card is great against mono-red (W and U's mutual enemy).
Also, using it as damage goes on the stack on your creature (Witness, Haru-Onna) can be sickening to your opponent.
Am I missing a point here, or doesn't this also work, when this thing becomes a sorcery (assuming the cat isn't blocked)? (serious question)
Assuming the Firecat isn't blocked IS a big assumption. This Card could save it to attack again regardless--provided it is an instant.
Also, note that this is a subtle HOSER for the other 3 colors, as some have suggested. Having a W/U or expensive W card in a deck with Firecats is not too likley, but if your OPPONENT attacks with one... good times. Saves you for a turn and nets you silly card advantage. Same goes for, as people have mentioned, Slith, Specters, Genju, anything else with pump or counters. So, this could be a fairly versatile sideboard card.
The two schools of thought are "Combat trick" and "Card drawing." People, the good thing about this mechanic is it can be EITHER, and other things besides (if it's an instant, at least). One more mana for the versatility of being an instant is a good deal here and 4 mana isn't unplayable for such a potentially powerful effect. Let's look at everything this card does
Draws some number of cards
Makes you discard some number of cards during your next upkeep
These two numbers can be messed with, and usually will be at least equal or preferably in your favor, else you'd not cast the spell in the first place.
Temporarily removes a creature from the game.
Here is the crux of the arguement. Some people see this as the scaler mechanism to the first two effects. Others see this as the main part of the card. While everyone knows card advantage is a good thing, Flicker effects haven't been used much, save Otherworldly Journey and, of course, Astral Slide (but the repeatability of that made it good). Flicker itself was a neat card when it came out, but not very useful because of its sorceryness. NOW, let's look over what sorcery and instant MEANS for this effect
As a sorcery, flickering a creature lets you:
Remove any enchantments and counters from it
Trigger leaves play and comes into play abilities
Get a creature off the board for a turn--useful to get rid of a blocker, or to hide one of your creatures from one of your own sweeping effects.
As an instant, it can still do all those things, but also
Save creatures in combat, with damage on the stack
Prevent damage to you
Save creatures from kill spells, including sweepers that don't allow regeneration like *** and even Final Judgment
And, for you card-advantage/filtering people: Keep your mana untapped through their turn, and use it at the end of theirs. Setting this up to draw the most/discard the least isn't THAT difficult, and your opponent may help you more often that you expect. Sure, you have to discard right after untapping, but even if you have to discard as many as you drew, it can increase card quality greatly, and it's not hard to draw MORE than you have to discard.
In talking about this mechanic during the mechanic vote, i likened it to Time Stop. It's a less effective Time Warp and Dissipate and a hyper expensive Fog, but it's useful because it can be ANY of those things, or more. The power comes not from sheer strength of the mechanic, but the versatility--and it's the versatility that makes it more interesting. As a sorcery, your opponent might fear it, on your turn at least; as an instant, they'd have to PLAY AROUND it.
And, finally... this + Spinal Parasite! Discard -1 cards! That does nothing but make me giggle, but I had to share.
I voted for 2UW instant since if it isn't an istant, it isn't going to be very good or used...which it probably isn't anyway considering the kind of creatures U and W have.
Am I missing a point here, or doesn't this also work, when this thing becomes a sorcery (assuming the cat isn't blocked)? (serious question)
Yeah I know, but I didn't think I'd need to mention that if it's a sorcery, you have to wait until your post-combat main phase. OBVIOUSLY if it isn't blocked it works the same. The big difference is that by the time someone with the cat is able to play it [or easier for them--morph] and this card as an instant, i'd really hope the other player had SOMETHING with at least 1 power to block it. That way, such an ability isn't abused so easily. That's why it should be a sorcery, for reasons which really don't need explained--it's slower.
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had to go with the multi-color instant... had to...
it gives me the ability to save one of my creatures that has taken lethal damage in combat... avoid a terror...dodge burn... and while it's gone i get to draw cards? creatures with Come Into Play abilities? crazy...
add to that the possible ability to use it on my opponents creatures (got a flying blocker? no you don't... and i have EXTRA cards in my hand now in order to...).it's all good. very very very good.
i don't think that the art really matches the ability though... maybe the flavor text will helpwork that out and smooth out the bumps.
personally i'm bummed this mechanic one, i thought there were some really solid choices that could have really made the inner johnny in me squee. BUT, it's VERY nice to have a card drawing option for white in type 2.
I voted for 1WU because I think I'd use this to clear the way for my attackers to get through, and to fill my hand with tricks to use during the rest of my turn (drop a land, play something), during their turn (bounce, countering, Holy Day, etc), and at the beginning of my upkeep (more instants played after untapping). By that time, my hand should be fairly played out, and when the creature comes back into play I won't have to discard.
I would rather see it cost :symw:... oh well.
Also, I fixed the poll (the words INSTANT and SORCERY well all interchanged :().
i don't think that the art really matches the ability though... maybe the flavor text will helpwork that out and smooth out the bumps.
-Cannibal-
I think it matches up well. It reminds me of dispelling a creature or enchantment, and then drawing its energy back. In a way, that's what the card does.
Yeah, I voted for :2mana::symw::symu: Instant. Flicker abilities really aren't worth having unless they're instant speed, but 5 mana for the splashability and mono-white seemed a little extreme.
I'm pretty sure that if the WotC vote goes like ours we'll get 2UW instant, andit is not a bad cost at all. Personally i think the cost is perfect for this utility card, to be the most balanced and still be useful.
One side question: Will WotC ever change the tint of the art? because w/ the gold border i think the card would look better not w/ the brown tint that it currently has but w/ brighter tones.
Mtg.com seems to be down at the moment so i haven't been able to read the article as to why they chose these mana costs but having put a little thought into it i truly believe that the card should be White/Green. The flicker ability is defintely white but green also has it's fair share of card drawing which R&D have said they want to start playing up. Also the fact that the card draw comes from removing a creature just feels so much more green to me especially since they are reprinting Greater Good in 9th.
BTW, I voted for the instant 2WU.
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White should ba able to draw alone even at the cost of a creature, And the last time they did something like this at instant speed called for Errata. So 2WU Sorcery is the eaziest and cleanest of the pick. Best in flavor too.
Creator of The Crazy Cycle Contest [CCC]
:bunny:Ex Co-Keeper of Tribal, Multiplayer and Peasant Make a Deck
Ex-Clan Representative and The Woolliest Pirate Of The [Forum Pirates]
Ex-Super-Friend of The Random Bull**** Society
Ex-Woolliest Friend of [Hyrule]
I voted for 1WU, because I think it needs to be as cheap as possible, despit speed.
Nick: I lay a swamp, tap, dark ritual...
Me: If you cast a hypnotic specter I'll punch you in the face
Nick:...ahh I take 3 points of mana burn
The reason I play black according to CrovaxtheCursed:
First of all 2UW to reduce the cost as much as posible but being instant.
Why does it need to be instant? So you can play it at the end of your opponents turn, so you'll have all your lands untapped to play everything you drew. You can also save your creatures from lethal damage or destroy effects.
How can you abuse it? You use any spell or ability that pumps things up. That way you get cards while pumped up and discard while not. The first thing I can think of is Raffinity with Cranial Plating on an Arcbound Worker or something. Think about that, draw 7-8 (Or more) at your opponent EOT, your turn, you discard one and you have all the mana (It's affinity, so you don't realy need it too much) and a hand full of spells. It's an easy splash too (Not a splash at all if your playing Meddling Mage).
White can realy help your creatures grow... The blue (only one blue mana) as splasable.
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EDIT: I look forward to flickering the 7/3 legendary landwalk person from Saviors.
Hmmmm......think blistering firecat people. It's be so broken if this thing were an instant [I know that's just one card, but you all know that all of those creatures that require you to return it to your hand at EOT have that ability for a reason].
Attack with cat.....trample whatever damage.....damage on stack....RFG, draw 7!!! cards.....not in play at EOT, no saccing.....next turn....comes back...discard only 1 card......attack with him again. And hell, if you're running 4 of these things, you probably have another one to play. Tack on a measily spellbook and you keep all that wonderfulness that is sick card advantage.
It needs to be sorcery.
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I solely believe this should be a blue card not a blue/white card, as the effect seems to fit blue better. Although, yeah~ it is 'sort' of like a damage prevention but the text "prevent blah blah damage" is not in the text. Instead, "draw blah blah cards" is used.
Plus, it seems to be for game manipulation which is so~~~~ blue.
P/s: This card is not taxing both player so it cannot be white. Still it can't convince me.
:/
It's so much better as removal/combat trick. Don't be silly *JEDIT* + vote instant.
The card drawing aspect of the card is, as stated before, a blue ability, so I couldn't justify just mono-white in the casting cost.
This thing needs to be an instant.
If you are playing Blue and White, most of the time you are playing a control deck. This means you are not tapping out during your main phase, you are holding mana open to counter spells or draw more cards.
The "Flicker" part of the spell would be worhtless if it was a sorcery. Sure, you could do busted things with it if you played Blistering Firecat, the Legendary Landwalker, Ball Lightning, but that involves playing 3 colors, and those decks aren't very consistant (or good).
Flickering out a Genju'ed land seems good, but would you at the cost of a game-swinging enchantment? Not likely.
This card and Eternal Witness will never cross paths. Witness rotates out before this ever becomes legal. And 4 mana for a trick is too slow in Post Rotation Extended.
Also, using it as damage goes on the stack on your creature (Witness, Haru-Onna) can be sickening to your opponent.
Assuming the Firecat isn't blocked IS a big assumption. This Card could save it to attack again regardless--provided it is an instant.
Also, note that this is a subtle HOSER for the other 3 colors, as some have suggested. Having a W/U or expensive W card in a deck with Firecats is not too likley, but if your OPPONENT attacks with one... good times. Saves you for a turn and nets you silly card advantage. Same goes for, as people have mentioned, Slith, Specters, Genju, anything else with pump or counters. So, this could be a fairly versatile sideboard card.
The two schools of thought are "Combat trick" and "Card drawing." People, the good thing about this mechanic is it can be EITHER, and other things besides (if it's an instant, at least). One more mana for the versatility of being an instant is a good deal here and 4 mana isn't unplayable for such a potentially powerful effect. Let's look at everything this card does
Draws some number of cards
Makes you discard some number of cards during your next upkeep
These two numbers can be messed with, and usually will be at least equal or preferably in your favor, else you'd not cast the spell in the first place.
Temporarily removes a creature from the game.
Here is the crux of the arguement. Some people see this as the scaler mechanism to the first two effects. Others see this as the main part of the card. While everyone knows card advantage is a good thing, Flicker effects haven't been used much, save Otherworldly Journey and, of course, Astral Slide (but the repeatability of that made it good). Flicker itself was a neat card when it came out, but not very useful because of its sorceryness. NOW, let's look over what sorcery and instant MEANS for this effect
As a sorcery, flickering a creature lets you:
Remove any enchantments and counters from it
Trigger leaves play and comes into play abilities
Get a creature off the board for a turn--useful to get rid of a blocker, or to hide one of your creatures from one of your own sweeping effects.
As an instant, it can still do all those things, but also
Save creatures in combat, with damage on the stack
Prevent damage to you
Save creatures from kill spells, including sweepers that don't allow regeneration like *** and even Final Judgment
And, for you card-advantage/filtering people: Keep your mana untapped through their turn, and use it at the end of theirs. Setting this up to draw the most/discard the least isn't THAT difficult, and your opponent may help you more often that you expect. Sure, you have to discard right after untapping, but even if you have to discard as many as you drew, it can increase card quality greatly, and it's not hard to draw MORE than you have to discard.
In talking about this mechanic during the mechanic vote, i likened it to Time Stop. It's a less effective Time Warp and Dissipate and a hyper expensive Fog, but it's useful because it can be ANY of those things, or more. The power comes not from sheer strength of the mechanic, but the versatility--and it's the versatility that makes it more interesting. As a sorcery, your opponent might fear it, on your turn at least; as an instant, they'd have to PLAY AROUND it.
And, finally... this + Spinal Parasite! Discard -1 cards! That does nothing but make me giggle, but I had to share.
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Yeah I know, but I didn't think I'd need to mention that if it's a sorcery, you have to wait until your post-combat main phase. OBVIOUSLY if it isn't blocked it works the same. The big difference is that by the time someone with the cat is able to play it [or easier for them--morph] and this card as an instant, i'd really hope the other player had SOMETHING with at least 1 power to block it. That way, such an ability isn't abused so easily. That's why it should be a sorcery, for reasons which really don't need explained--it's slower.
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it gives me the ability to save one of my creatures that has taken lethal damage in combat... avoid a terror...dodge burn... and while it's gone i get to draw cards? creatures with Come Into Play abilities? crazy...
add to that the possible ability to use it on my opponents creatures (got a flying blocker? no you don't... and i have EXTRA cards in my hand now in order to...).it's all good. very very very good.
i don't think that the art really matches the ability though... maybe the flavor text will helpwork that out and smooth out the bumps.
-Cannibal-
it comes back into play and returns ~ to your hand
P
Read the thread before posting.
This was already pointed out...very early on in the thread.
I would rather see it cost :symw:... oh well.
Also, I fixed the poll (the words INSTANT and SORCERY well all interchanged :().
EDIT: I also see 2WU (the instant) as playable.
.
I think it matches up well. It reminds me of dispelling a creature or enchantment, and then drawing its energy back. In a way, that's what the card does.
Yeah, I voted for :2mana::symw::symu: Instant. Flicker abilities really aren't worth having unless they're instant speed, but 5 mana for the splashability and mono-white seemed a little extreme.
Ifs and buts were candy and nuts...
No point in mentioning something that isn't an option, so meh.
One side question: Will WotC ever change the tint of the art? because w/ the gold border i think the card would look better not w/ the brown tint that it currently has but w/ brighter tones.
BTW, I voted for the instant 2WU.